The Sands of Delmaria

Tomb Raider meets Indiana Jones meets The Mummy

Extra Equipment

Adventuring Gear

Arrow, Barbed: This piece of ammunition causes bleeding wounds. A creature hit with a barbed arrow or bolt takes 1 point of piercing damage at the beginning of its turn for one minute or until it uses its action to pull the arrow free. Once pulled free of the wound the ammunition is destroyed. Creatures which do not bleed are unaffected.

Arrow, Smoldering: This piece of ammunition has a hollow point containing alchemist’s fire and a simple ignition mechanism. A creature you hit with a smoldering arrow or bolt takes 1d4 fire damage at the beginning of its next turn. Once ignited, the ammunition is destroyed.

Arrow, Smoking: This piece of ammunition lets out a blast of smoke on contact. A 10 foot radius area centred on the creature or space you hit is heavily obscured for one minute, or for one round in heavy wind. Once ignited the ammunition is destroyed.

Arrow, Splintering: When you hit a creature with a splintering arrow or bolt, it explodes into wooden or bone shards. Each creature within 5 feet of the target takes 1d4 piercing damage. Once it explodes, the ammunition is destroyed.

Atlatl: Not a weapon in its own right, the atlatl is used to throw spears long distances. Javelins and spears thrown with an atlatl have their normal and long ranges doubled.

Blade Oil: These fine oils are made by skilled alchemists. SOme are said to be made from the spit of dragons, other from the blood of gods. A given flask of blade oil is associated within one damage type, based on the materials used. You can apply blade oil to a melee weapon or 3 pieces of ammunition as an action. Every attack with that weapon or ammunition before the oil dries deals an extra 1d4 damage of that specific oil’s damage type. The oil dries after 1 minute.

Smoke Pellet: As an action or bonus action you can throw a smoke pellet at a point within 10 feet of you. The smoke pellet then detonates, creating a 10-foot cube filled with smoke. This area is heavily obscured until the end of your next turn.

Smokestick: As an action you can ignite a smokestick using a toch, tinderbox, or other source of fire or intense heat. Once ignited, the smokestick is consumed and a 10-foot cube around it is filled with smoke, becoming heavily obscured for one minute. A moderate or strong wind disperses the smoke in one round.

Thunderstone: As an action you can throw a thunderstone up to 30 feet. When it strikes a hard surface or is struck hard, it creates a deafening bang. Creatures within 10 feet of the stone must make a DC 11 Constitution saving throw or be deafened for 1 hour. If a creature is deafened in this way casts a spell with verbal components, it must make a DC 11 Charisma saving throw or fail to cast the spell.

Tindertwig: (totally distinct from matches) As an action, you can strike the end of this small, wooden stick on a flammable object. The object immediately ignites.

Shields

Buckler: While wielding a buckler, your AC increases by 1. You can don or doff a buckler as though interacting with an object.

Tower Shield: While wielding a tower shield, your AC increases by 3 but your speed is reduced by 10ft and you have disadvantage on Dexterity (Stealth) Checks.

Special Weapons

Ball and Chain: If you can hit a creature no more than one size larger than you and roll the maximum value on this weapon’s die, the creature is knocked back 5 ft

Bola: When you hit a Large or smaller creature with a bola, it must make a DC 10 Dexterity saving throw or fall prone. A creature hit by a bola has its speed reduced to 0 until it spends an action to untie the bola or until the bola takes at least 1 point of slashing damage, which destroys it.

Boomerang: When you throw this weapon and miss, it returns to your hand. Creatures that are proficient with javelins are also proficient with boomerangs.

Garrote: When you attack with this weapon and hit, you can forgo damage to instead grapple the target if it is Large or smaller and is not formless. Until the grapple ends, the target can’t breath, you have advantage on attack rolls against it and you can only attack it with the garrote or an unarmed strike. Rogues are proficient with Garrotes.

Gunblade: This weapon is both a pistol and a sword. You can attack with either.

Knuckleduster: Counts as an unarmed strike for the purpose of effects that specify them. Creatures that are proficient with unarmed strikes are proficient with knuckledusters.

Kusarigama: An exotic weapon, a sickle attached to a weight by a long chain. You can attack with either the sickle (1d4 slashing) or the weight (1d4 bludgeoning, with reach). When one end is wielded in each hand, they are both treated as light weapons. Monks are proficient with the kusarigama and can treat it as a monk weapon.

Parrying Dagger: When you wield this weapon and are targeted by a melee weapon attack, you can use your reaction to increase your AC by half your proficiency bonus against the attack. Rogues are proficient with Parrying daggers.

Repeating Crossbow: This crossbow has a small magazine and a quick reloading lever, allowing it to be fired more quickly than a standard crossbow. The magazine holds 5 bolts. After you have used these bolts you must us an action to reload it. The Crossbow Expert feat allows you to reload it or make a single attack with it as a bonus action.

Twin Blade: This weapon is a short staff with blades on either end. When held in both hands, it counts as two light melee weapons, one held in each hand.

War Fan: This fan can be concealed as a regular fan and is not obviously a weapon. Monks are proficient with the war fan and can treat it as a monk weapon.

Weapon Properties

Concealable: When you attempt to hide a concealable weapon on your person, you have advantage on Dexterity (Sleight of Hand) check to do so. Daggers, darts and slings have this property

Disarm: When you attempt to disarm a creature while wielding this weapon and you are proficient with it, you can add your proficiency bonus to your opposed roll or saving throw DC a second time. Whips have this property.

Trip: When you attempt to make a creature fall prone while wielding this weapon and you are proficient with it, you can add your proficiency bonus to your opposed roll or saving throw DC a second time. Whips have this property.

Weapon Materials

Darkwood: As hard as normal wood but very light and naturally imbued with magic. Weapons made of darkwood are magical and gain a +1 bonus to attack rolls made with them. Melee weapons made of darkwood gain the finesse property.

Living Ice: Weapons made of living ice are not magical but deal an extra 1d6 points of cold damage on a successful hit. When a 1 is rolled on an attack roll with a living ice weapon, it breaks. When left in a cool and humid place, the weapon reforms after 12 hours.

Masterwork: Attacks with a masterwork weapon are made with a +1 to hit.

Obsidian: Obsidian weapons, bolts and arrows that deal piercing or slashing damage deal 3 extra points of damage. When a 1 is rolled on an attack roll with an obsidian weapon, it breaks, becoming unusable until repaired by a craftsman or via mending or similar spell. Obsidian ammunition always breaks.